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  1. I remember playing these weird math games on the apple II in middle school. You would go around and talk to different people and they would give you stories that contained numbers. You would sort of collect the numbers from the people. Once you talked to all the people that had the numbers you needed to solve the problem you could plug those numbers into equations and solve the problems. You would then go on to another mission. There was at least couple different games that were all very similar. I remember it had some very basic wire frame graphics with white lines, and those green and purple lines you would get with the apple II. The movement created a pretty good first person 3d illusion. I remember really enjoying these games and I was wondering if anyone else remembered it so I could look them up again?
  2. There is only one reason why any reader might think this post worthy of their time: I'm an old Atari hand who continued in the industry and have done some odd things. I'm here to announce something about Balance of the Planet, which is NOT a retro game, although the first version of the game appeared on Mac and PC in 1990. Instead, I am, with some hesitation, burdening this forum with an announcement that I have launched a Kickstarter project to fund Balance of the Planet. Why should this be of interest to you? Only indirectly. Balance of the Planet is not really a computer game: it's an educational simulation. I won't claim that it's fun, nor do I claim that it has great graphics and animation, and I'll tell you up front that the demo version isn't even alpha-level yet. Are you excited about it yet? Here's the good part: Balance of the Planet is easily the most advanced, thorough, complex, and educational simulation about environmental-economic problems that has ever been made publicly available. Does anybody remember a wretched game I made at Atari back in 1979 called "Energy Czar"? If so, then you can think of Balance of the Planet as "great-great grandchild of Energy Czar". Seriously, this thing will really challenge you to think about how and why we're in such deep doo-doo with our commingled environmental and economic problems. The other good part is that I want to give it away. Yep, I've put it up on the web for anybody to play for free. Of course, it totally sucks right now, but I'm trying to get funding on Kickstarter so I can finish it. So, if you are possessed of noble heart and fat wallet, please go to this URL, look it over, and bestow your largesse upon the project! http://www.kickstart...e-of-the-planet ... and we thank yew fer yer time!
  3. Hi, I hope I posted this in the right forum. Just wondering if other homebrew/hackers have seen this project? https://32blit.com/ It's currently being kickstarted here, by the reputable pimoroni: https://www.kickstarter.com/projects/pimoroni/32blit-retro-inspired-handheld-with-open-source-fi You don't just get hardware and a SDK, looks like they'll be providing lectures (twitch.tv videos tutorials) and dev support (via discord). Which I think is pretty cool for learners (Lua) or pro's (C++) a like. I was a Net Yaroze member (Sony's programmable playstation for hobbyist) in the 90's, and a program like this which provides education, support, community and custom hardware, to make video games is pretty rare! And this is also English (UK based) which again, is also nostalgic for me! It's powered by a micro-controller, with 1MB of RAM. Brilliant 3.5” IPS screen 400MHz ARM Cortex-M7 Analog thumbstick and D-pad Built-in speaker 4+ hour battery life It's very under powered (by today's standards) but it's heart is 'real' retro (blitting pixels), yet powerful enough to do some interesting gameplay! And as good console manufactures, they're also developing tools: * Sprite editor- prepare spritesheets, palettes, and animations * Map editor- layout levels, define dungeons, and become a map master! * SFX editor- create those essential bleeps, bloops, and crashes * Music editor- compose a four-channel 8-bit masterpiece for your project It's all opensourced (firmware/sdk), toolchain is win/linux compatible, and they also have royalty free assets (pixel art, SF BG audio) They also have a few interesting blog post too: Tilt Particle effects Anyway, I'm not affiliated with the project, I'm an excited backed, beta tester! For me it's interesting seeing hardware and software coming together, pre gamedev! Seeing as there's talk about playdate and Intellivision Amico already here, I thought I would put it this here also What you guys think? Mike. http://mgarcia.org
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